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KSP2 Release Notes
Everything posted by Benoit Hage
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Crash every 5 minutes
Benoit Hage replied to flyboypuoi's topic in KSP1 Technical Support (PC, modded installs)
That's the file needed. Upload it on Dropbox or any hosting site please, without it, nothing can be done. -
TCA fault?
Benoit Hage replied to astropithicus's topic in KSP1 Technical Support (PC, modded installs)
Welcome to the mad house! Do you have Module Manager? If you updated this mod, did you erase all its old files before? You said it used to work? When? What did you do to your game since then? Also summoning @allista. -
There is no danger at all to wipe out (shift + delete) your entire game folder, or the content of gamedata, squad folder apart. Don't mind those windows messages. However, if you are the administrator of your system, you should not see those messages. What is your OS? What security program do you use (AV, spam remover etc...) What is the destination path of your game folder? When was the last time everything was in order and what did you change since then?
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Crash every 5 minutes
Benoit Hage replied to flyboypuoi's topic in KSP1 Technical Support (PC, modded installs)
Yes please. -
When will 1.2 come out for Consoles?
Benoit Hage replied to Kerbals Love Space's topic in KSP1 Technical Support (Console)
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- 1.2 consoles
- xbox one
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Game refuses to start
Benoit Hage replied to RocketSquid's topic in KSP1 Technical Support (PC, modded installs)
You need to clean your mod folder first. More than half of them are outdated, some are even installed twice with the old version. However, out of the blue, I would go look for TweakableEverything first, as there is an error thrown from there and it is not even in your modlist. But, if I were you, I would wipe out your KSP folder and make a complete fresh reinstall. Right now, with this gamedate in that state, you are asking for trouble. -
More Docking Trouble!!!
Benoit Hage replied to Bojc's topic in KSP1 Technical Support (PC, modded installs)
Bojc, It seems to be quite a naughty one... After several minutes of research, I can't find anything to point my finger at for your bug. The closest I've found was a bug related to Hullcam VDS that would prevent you from docking, but you don't have that mod... However, I've found this thread: There are some workaround in this, you'll need to try it. It seems a part of that bug was corrected in this: But it is no longer maintained... So no luck here. Yet, you may find useful informations in here. And lastly, you can try this program, which might fix things from outside the game. Have a look: I'm sorry I can't find a real solution for your problems. Still, you can remove mod by mod from your gamedata folder, and check which one was the culprit. Good luck mate.- 6 replies
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- no magnets
- cant dock
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Crash every 5 minutes
Benoit Hage replied to flyboypuoi's topic in KSP1 Technical Support (PC, modded installs)
Hard to tell without logs. Are you using the 64bit .exe or the 32bit? Crashes are usually from a memory outage when playing the 32bit with mods. Also, you need to update Module Manager, and keep only one. As now, it is the Module Manager 2.7.5, compatible with 1.2.2. -
KSP RSS Install does not start
Benoit Hage replied to _Ascender_'s topic in KSP1 Technical Support (PC, modded installs)
Hello Konstantin. - For KSC switcher: If I remember correctly, you have to go to the tracking station and switch to the desired launch site from there. I'm not sure that mod is still up to date though. By default, you'll be launching from Florida. If it is still working, you should find a .cfg (open it with Wordpad) file in the KSC switcher folder where you would find all the different sites. Copy an entry from any in it, add a different ID (just change a number or two, any you want), change the name and location to what you want and save the file. (Dont forget to do the same with Remote Tech if you wish to have signal from there) - For your TWR: What mod are you using for your engines in Real Solar System? Is it R.O. or Smurff? It is worth noting that in RSS, a good TWR to start is around 2. Also be sure that your rocket is not "stuck" in the pad: use launch clamps to elevate it a bit so you can see your bottom engine above the ground. - For Kerbal Renamer, as for KSC switcher, both made by Regex, are unfortunately not updated for KSP 1.2.2.. -
It is also worth noting that if you have an angle of attack too steep (as in, you're pointing too far away from the direction you're going at), you will create a lot drag on the side of your rocket which make rockets flip during the gravity turn. As said above, add a lot of control authority like canards at the bottom end of the ship and try to begin your gravity turn as soon as you have taken off and let it gently fall to the desired direction.
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no stage recovery in un-moded game
Benoit Hage replied to Rmack's topic in KSP1 Technical Support (PC, unmodded installs)
I'm not sure if it is this but, by default, the debris are hidden in the map view, you have to select them in the upper menu to make them appear.- 1 reply
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Mechjeb does not work correctly for the launch to orbit inclination, nor does it for the launch to RDV. Sarbian said he needed to look into the code. Your best bet to align your orbit with the moon, is to launch due East (0°) at 4h30 AM on day one from Florida and when the ascent module has set his Apoapsis, skip its circularization. Use the Manoeuvre Planner to do it. (Otherwise, the Ascent Module will try to make a equatorial orbit...) It's a bit annoying but necessary. Once this orbit is set, it is quite easier to eyeball the next launches (from Kourou for instance).
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- mechjeb
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suborbital teleport glitch
Benoit Hage replied to Rockmonster0921's topic in KSP1 Technical Support (PC, modded installs)
Your best bet is to remove mod by mod, until you have a culprit. However, I would suspect it is Hyperedit.- 3 replies
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- teleport
- suborbital
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Shrouds going walkabout
Benoit Hage replied to Nathair's topic in KSP1 Technical Support (PC, modded installs)
I'm not sure about what I'll write, but: A long time ago in Kerbal, you couldn't use a coupler with stack decouplers underneath as only one of decoupler would actually work, the others would only be cosmetic. Now I have no idea if this is still the case today in KSP, but from the look of your picture, it seems only one engine shroud is properly attached. The 2 others, seems off, hence my comment. An quick but ugly solution: remove the shroud in the VAB. -
More Docking Trouble!!!
Benoit Hage replied to Bojc's topic in KSP1 Technical Support (PC, modded installs)
We'll need more information. We can't guess your problem... Mod list? Picture of your docking problem? Logs? A bit of history on when you weren't able to dock anymore, what has changed?- 6 replies
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- no magnets
- cant dock
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Sure! I would like to play RSS with stock only parts. It feels to me that in stock KSP, you can quite easily lift 10t+ in orbit with 2.5m parts only. While with SMURFF, it's quasi impossible ( with default mechjeb settings for its ascent profile ). I would like the stock part performances in the RSS. In other words, I want the rocket I build in stock to be able to be in RSS and have a more the less same "potential". As in if my stock craft can reach Kerbin geosynchro, i'd like it to reach Earth geosynchro as well.
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@Kerbas_ad_astra Hello. I have a question about "tanklever", "enginelever", and "podlever". If I wanted to have the same overpowered parts as in stock but in the RSS world. Should I changed the value 1 in .cfg into 1.5ish? If the stock parts are more the less 64% the size of their real counterparts, would it be right to make: 1/0.64=1.5625 and change the value in the .cfg? Or I'm just messing things up? Thanks in advance.